/*! * @file kill.h * @brief Definition of a playable kill. Generated in the case when some playable dies */ #ifndef _KILL_H #define _KILL_H #include "base_object.h" // FORWARD DECLARATION class WorldEntity; class Playable; //! A representing a kill event class Kill { public: Kill(WorldEntity* killer, WorldEntity* victim) { this->killer = killer; this->victim = victim; } Kill(WorldEntity* killer, Playable* victim) {this->killer = killer; this->victim = (WorldEntity*)victim;} virtual ~Kill() {} /** @returns reference to the killer world entity, does not need to exist */ inline WorldEntity* getKiller() const { return this->killer; } /** @returns reference to the victim world entity, does not need to exist */ inline WorldEntity* getVictim() const { return this->victim; } private: WorldEntity* killer; //!< reference to the killer world entity WorldEntity* victim; //!< reference to the victim world entity }; #endif /* _KILL_H */